Search found 189 matches

by Zyrconia
Tue Jan 14, 2020 6:25 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3118
Views: 534945

Re: Development and Discussion

Started my playtesting.

First question: with bob's on, what should we do about thorium? I did not play with Thorium before so I'm not sure how big its impact is.

Is it OK if we mine for it instead of refining?
by Zyrconia
Tue Jan 14, 2020 2:00 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3118
Views: 534945

Re: Development and Discussion

So, what did you find wrong with 0.16 ? Balancing vs. complexity was in many places seriously off. Some early game (pre-blue science, which is incredibly "hard" to get in a fully automated and sustainable way, but there are some good temporary shortcuts that will last you hours) was also off. Sorry...
by Zyrconia
Tue Jan 14, 2020 9:51 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3118
Views: 534945

Re: Development and Discussion

I've had quite a bit of fun trying to make work the disabled parts of Angel's Industries ! (AFAIK, like for Pyanodon, the idea was to get rid of dependencies on bob's mods entirely, not just for Refining...) Yeah, don't really want that. While there is a lot of "fluff" in Bob's, I consider the ores...
by Zyrconia
Fri Jan 10, 2020 3:11 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3118
Views: 534945

Re: Development and Discussion

I've had quite a bit of fun trying to make work the disabled parts of Angel's Industries ! (AFAIK, like for Pyanodon, the idea was to get rid of dependencies on bob's mods entirely, not just for Refining...) Yeah, don't really want that. While there is a lot of "fluff" in Bob's, I consider the ores...
by Zyrconia
Fri Jan 10, 2020 1:46 pm
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3118
Views: 534945

Re: Development and Discussion

That's a shame...

This was my favorite mod pack.

The problem is that Angel's is on hiatus and Bob's is moving along and things will get more and more incompatible. Last time I tried there was a new ore that was not handled by Angel, so we had 6 Angel ores on the map and one Bob...
by Zyrconia
Thu Oct 31, 2019 1:21 pm
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 117344

Re: [MOD 0.17] Industrial Revolution

Hi! I think I'm ready to truly try this, up to rockets, beacons and all, but the last question is to RSO or not? It looks like newer versions of RSO give more vanilla like maps (or is it the other way around?), only with far less resources. Even cranking size and richness to 200% gives less resource...
by Zyrconia
Fri Aug 30, 2019 11:58 am
Forum: Mods
Topic: [MOD 0.17] Industrial Revolution
Replies: 991
Views: 117344

Re: [MOD 0.17+] Industrial Revolution (WIP)

Quick quest for you Deadlock989, are you including any of your other mods in IR by default? Or will it be a "choose your own adventure" in picking which of your mods someone wants to play with? None of the current ones will be compulsory, no. I strongly recommend the lamps - those Bronze Age nights...
by Zyrconia
Fri Aug 30, 2019 11:47 am
Forum: Angels Mods
Topic: Development and Discussion
Replies: 3118
Views: 534945

Re: Development and Discussion

Hi Angel! Congratulations on becoming a dad! I wish you all the luck in the world! As for the state of your mods, I don't know what to say that haven't been said before. No new ideas for now. But multiple of your mods are my favorite ever and they have some fantastic ideas, like infinite ores (integ...
by Zyrconia
Tue Aug 27, 2019 2:46 pm
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 315
Views: 76609

Re: [0.17+] Space Exploration WIP

Which leads my to my question/problem : I've attached my significant insights build. It is moduled and not quite scaled up for 100%, but it is close enough. Yet the build is ridiculously large and it produces enough significant insight for 1.5 material science/minute. Is this normal for the first t...
by Zyrconia
Mon Aug 26, 2019 11:27 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 315
Views: 76609

Re: [0.17+] Space Exploration WIP

I'm new to this fantastic mod and am researching material science and soon will start astronomic science. When doing material science, it takes a material catalog and a significant insight. I accidentally did not fully explore the tech tree/recipe list and while making material science, I did not us...
by Zyrconia
Mon Aug 26, 2019 11:18 am
Forum: Mods
Topic: [0.17+] Space Exploration WIP
Replies: 315
Views: 76609

Re: [0.17+] Space Exploration WIP

Here is a suggestion: it would be great if we had two colors for space pipes and freely convert between them. With the amount of pipes going both in an out two colors would make the base more readable and easier to trouble shoot: one color would be in, one would be out. If we can make it to space an...
by Zyrconia
Sun Aug 18, 2019 4:45 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 653
Views: 57970

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

This is a great mod! Mixes up things and makes the experience fresh! Plus, I no longer know how to do optimal trains stations. I'm experimenting with little one vagon "dart" trains, with 2 on the same line to try to keep throughput high. Has anyone figured out a train setup that best takes advantage...
by Zyrconia
Fri Aug 16, 2019 2:07 pm
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 653
Views: 57970

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Hi! Just stared using stacking beltboxes! But I have a question. Why is the default stack set to 5? Is there some good throughput reason or otherwise? It is a bit awkward to feed 5 belts in. If there is no good reason I might change it to 4 or 8. Thank you! Common factor of all vanilla stack sizes....
by Zyrconia
Fri Aug 16, 2019 7:28 am
Forum: Mods
Topic: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders
Replies: 653
Views: 57970

Re: [MOD 0.17] Deadlock's Stacking Beltboxes & Compact Loaders

Hi!

Just stared using stacking beltboxes!

But I have a question. Why is the default stack set to 5? Is there some good throughput reason or otherwise? It is a bit awkward to feed 5 belts in.

If there is no good reason I might change it to 4 or 8.

Thank you!
by Zyrconia
Fri Jul 05, 2019 10:42 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 59399

Re: [0.17.x] Bob's Mods: General Discussion

BTW, could you update the description of your mods, as seen in Factorio. I just downloaded Bob's Logistics and it says "Adds logistic related things." I bet it does. Could we have a better and more verbose description please? :) I'll have a look at that, however, the mod itself contains quite a ver...
by Zyrconia
Wed Jul 03, 2019 2:34 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 59399

Re: [0.17.x] Bob's Mods: General Discussion

BTW, could you update the description of your mods, as seen in Factorio. I just downloaded Bob's Logistics and it says "Adds logistic related things." I bet it does. Could we have a better and more verbose description please? :) I'll have a look at that, however, the mod itself contains quite a ver...
by Zyrconia
Wed Jul 03, 2019 2:20 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 59399

Re: [0.17.x] Bob's Mods: General Discussion

I'm lurking around here to find the perfect moment to start a new 0.17 map. But Bob is on fire with the updates right now so I'll wait a couple of weeks :). actually, now is probably a good time to start a new map. I've just finished messing with the early game stuff, don't forget to turn on the ne...
by Zyrconia
Mon Jul 01, 2019 11:57 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 59399

Re: [0.17.x] Bob's Mods: General Discussion

Hmm, I see. I'll point Earendel to this feedback and move away from AAI Industry for now. Thanks Bob. This is of course not a priority, but something that I hope eventually will be fixed. SpaceEx is highly in flux right now, but it may be that 6 months from now Bob's will be not only a go to mod pa...
by Zyrconia
Thu Jun 27, 2019 2:02 pm
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 59399

Re: [0.17.x] Bob's Mods: General Discussion

I'm lurking around here to find the perfect moment to start a new 0.17 map. But Bob is on fire with the updates right now so I'll wait a couple of weeks :). actually, now is probably a good time to start a new map. I've just finished messing with the early game stuff, don't forget to turn on the ne...
by Zyrconia
Tue Jun 25, 2019 6:10 am
Forum: Bob's mods
Topic: [0.17.x] Bob's Mods: General Discussion
Replies: 567
Views: 59399

Re: [0.17.x] Bob's Mods: General Discussion

greenhouse 0.17.1: Added allow_decomposition = false to greenhouse cycle recipes to get rid of strange added ingredients to total raw. What does that mean? :) When you hover over an recipe in the crafting menu the game will show you the amount of raw materials required to produce this recipe. So fo...

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